Note: This Interaction is compulsory!
You have arrived at Grassfield Keep, seat of your hosts, House Meadows. Guards have been posted at the twin gates and, in order to enter the Keep, you must first get past them. They are searching through the belongings of each visitor, and being rather thorough about it. The guards show no interest in people leaving the Keep; and those entering without any kinds of bags or luggage are allowed to pass with only a cursory visual examination.
They are confiscating items deemed to be dangerous or illegal - though their definition of such seems to vary from one person to the next.
Before making any rolls, you will need to choose your travelling parties. You may opt to arrive alone, or as part of a group. Cohorts are assumed to be part of the PC’s group. Once you have set your group, each character must select one of the following options to roll. Players must also select an option and roll for their character’s cohort.
Post your roll(s) below, along with the names of the members in your group.
Option A: I Have Nothing to Hide
If you must suffer the indignity of having a commoner paw through your underthings, you will at least do so with decorum.
Roll: Status (Breeding, Reputation), Challenging (TN9).
Failure: The guards find nothing, but your inability to remain composed attracts attention. Gain 1 Suspect point.
Success (one degree): You manage to bite your tongue and are eventually permitted entry.
Success (two+ degrees): Not only have you upheld your bearing, but also your presence of mind. Gain 1 Suspicion point.
Option B: You Don’t Need to Look in There
Using your wiles, you attempt to convince the guards to overlook some item(s) that you don’t want people to know about, or possibly shouldn’t even have.
Roll: Deception (Bluff) or Persuasion (Charm, Convince, Intimidate, Seduce), Formidable (TN12)
Critical Failure: You are discovered. The guards confiscate the offending item(s) and you gain 2 Suspect points.
Failure: The guards are not convinced. Dangerous or illegal items are confiscated, but things that are simply embarrassing (or that the guards do not realise the importance of) may simply be flashed about. Gain 1 Suspect point.
Success (one degree): You successfully divert the guards attention and your secrets remain intact.
Success (two+ degrees): Your secrets remain your own, but the guards let slip something they shouldn’t. Gain 1 Suspicion point.
Option C: Greasing Palms
Few people will say no to some extra coin, and these guards are no exception.
Roll: Cunning (Bargain) or Persuasion (Bargain), Formidable (TN12), gain 1 Bonus Die for each Gold Dragon you spend on this bribery.
Critical Failure: You have given offence. You are arrested and escorted to the Keep’s holding cells to await Lord Meadow’s pleasure. Gain 3 Suspect points.
Failure: You have the misfortune to find the only honourable guard in Westeros. Roll Deception (Bluff) or Persuasion (Charm), difficulty Formidable (TN12), to smooth things over. Failing this second roll has the same outcome as if you had suffered a Critical Failure, while success grants you entry to the Keep. Pay the bribe amount. Dangerous/illegal items are confiscated, gain 2 Suspect points.
Success (one degree): The guards takes your money and allows you into the keep.
Success (two+ degrees): Your generosity is welcomed. The guards accept your money and even let slip some information. Gain 1 Suspicion point.
Option D: This Ain’t Exactly the Mississippi
Grassfield Keep isn’t a mighty castle, and the twin gates aren’t the only way in. This option is not available to anyone who hopes to bring a horse, or a considerable amount of luggage into the Keep with them.
Roll: Stealth (Sneak), Formidable (TN12)
Critical Failure: You have not only gotten caught, but you have gotten caught in some compromising fashion. You are arrested and escorted to the Keep’s holding cells to await Lord Meadow’s pleasure. Gain 3 Suspect points.
Failure: You are caught by the guards. Roll Deception (Bluff) or Persuasion (Charm), difficulty Formidable (TN12), to smooth things over. Failing this second roll has the same outcome as if you had suffered a Critical Failure, while success grants you entry to the Keep. Dangerous/illegal items are confiscated, gain 2 Suspect points.
Success (one+ degree): You make your way into the Keep without attracting any attention (as far as you know).
Each travelling party will have a separate RP thread for the outcomes of your rolls.

